
Riftborne is a classic terminal based, real time, grand strategy game. Construct space ships. Take part in factional warfare. Hire galactic hit-men on your rivals. Raid neighbors for rare resources. Train spies to infiltrate enemy bases for key intel. Grow your empire to dominate the galaxy.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 7 → 1.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 30 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Begin with a single base and gradually transform it into an interstellar power.
Colonize new worlds, construct fleets, organize supply lines, manipulate markets, train spies, raid rivals and build influence across a galaxy that continues developing in real time.
Riftborne is a slow-burn sci-fi grand strategy game built around long term planning. Campaigns can unfold over days, weeks or even months. Small decisions compound over time, supply problems become military crises, minor rivals become major powers, and carefully prepared plans can reshape the galaxy.
A successful empire depends on more than military strength.
Manage production, storage and logistics across multiple colonies. Establish trade routes and resource shipments. Develop specialized worlds, maintain defensive networks and prepare your economy to survive prolonged wars.
Send spies to gather intelligence, sabotage rivals and expose enemy weaknesses. Hire galactic operatives, negotiate with other powers and use economic pressure when direct conflict would be too costly.
The galaxy remembers what happens within it through campaign histories, rankings, medals and long term progression.
Enemy powers adapt to your behavior, including patterns established across previous saves.
Procedural galaxies create different strategic geography each campaign, while long running systems allow alliances, rivalries and economic dependencies to develop naturally over time.
Play a solo campaign at your own pace.
Host a private server locally, online or through SSH.
Join regularly scheduled official multiplayer galaxies with factions and up to 120 commanders competing inside the same persistent universe.
Riftborne is deliberately dense, patient and information driven.
It is made for players who enjoy learning interconnected systems, gradually building momentum and watching early decisions produce consequences much later.
• Persistent real time campaigns lasting days, weeks or months
• A distinctive terminal interface built for dense strategic information
• Solo play, private servers and official multiplayer galaxies
• Official multiplayer supporting up to 120 commanders
• Colonies, fleets, logistics, production and storage management
• Espionage, sabotage, raids and political influence
• Markets, contracts and multiple economic playstyles
• Procedural galaxies with strategically meaningful geography
• Adaptive enemies that respond to your behavior
• Campaign histories, rankings, medals and progression
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this game. Please read to see if you might love it too. The game is meant to be played as a bit of an idle game. You send out orders and things happen in (realish time). The dev did get some feedback from some players that wanted a faster option and he put in an advance time option. Ive played the game both ways and honestly quite enjoy leaving the game running on my laptop while Im getting things done around the house or playing with the kiddos. I'll put a few orders in, let the empire do its thing and then come back and continue. It runs easily in the background. Ive also played in one sitting while watching sports or a show. Its pretty chill. Check in on your colonies and resources. Make a plan and let it execute. For 6 dollars its a great value on sale and at 9.99 full price, its still a very fun game. Im glad I purchased and the dev is active so Im excited to see whats in store for the future. There are a couple videos on youtube, check them out and join the fun if that sounds like your kind of game.
After a lot of back-and-forth buying-and-refunding on my part, a friend finally put an end to my vacillations by gifting me the game. And half a guide in advice on how to approach it. So, to honor that generosity, I sat down to play it properly. I avoided the multiplayer and the discord server in favor of a singleplayer campaign. Instead of giving you a blow-by-blow, or of explaining what the game is, which others will surely do a better job of, I'll just pull the bottom line up first: I did not enjoy this game so far. 1. The onboarding is very lackluster. Oh, you can figure it out as you go, but the ingame guides and tooltips are just frustratingly half-baked. They will tell you exactly what you don't need, conceal what you do need to know, have you read through page upon page of dross only to finally not reveal some critical game mechanic at all. And to make things worse, it all sounds distinctly LLM-written. The naming of structures, factions, subfactions, resources and ships is similarly unhelpful - evocative, but ultimately unhelpful - you will need to memorize what does what, or look it up, 2. The setting is too abstract to create immersion. The presentation doesn't help. The music, which is sagely switched off by default, does harm. The name of the game itself is a miss - what rift, and how does it bear what? It seems arbitrary. You get some crude ASCII representations of colonies and spaceships, but they're too low-resolution to really paint a picture. Some games manage to pull this kind of thing off - thinking of old Roguelikes, of Dwarf Fortress - but this one doesn't. 3. The presentation is part of the appeal, of course. Yay, minimalism. To be honest though, I'm not really fond of this terminal style. It's a fairly clean-cut execution, the layout and coloring are well done on individual screens, but the overall information architecture is unhelpful. You need to constantly flitter from screen to screen, you never get a good high-level picture of what's up. The game is intended to be played slowly, and this is practically enforced by how much time you need to spend screen-hopping and manually analyzing very detailed reports to form an idea of what your situation even is. 4. Speaking of slow gameplay - the game has some problems here. On the one hand, the sheer amount of analytical busywork required means you're either going to play it very slowly, over days and weeks, and still invest a lot of time per session. The more you punish yourself, the more of an advantage you eke out. You can advance time at a pace of about 20x real speed, but then you need to keep a close watch on the screen to quickly abort the fast-forward in case something happens. The game is slow, yes, but also laborious and unrewarding to play. I'm sure a lot of work and intelligence has gone into designing Riftborne, but so far it failed to grasp me. Quite possibly because I failed to grasp it. Maybe future updates will make it more appealing. Maybe I will learn how to better profit from it. But for now, I can't say that it's been worth my friend's generosity or my time.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The concept has great potential but the implementation is just bizarre. I like the text interface and I'm well used to that sort of thing from Dwarf Fortress, that's not the issue. The specifics of the interface are excessively cumbersome with hidden layers, information scattered around and so forth which isn't great. But the real deal breaker for me is that the underlying simulation seems to be built on artificial and arbitrary game rules rather than feeling like you're actually running a space empire. There is a perverse mechanic where ships are based at the planet they are built at, and can't relocate home base. You can send them somewhere else to 'reinforce' but then you can't move them even one tile over - they have to trek all the way back to home base and then all the way back out. Seems very counter-intuitive. Likewise if you want to move resources from A to B, good luck. You can send a freighter over to A but since it isn't 'based' there it isn't 'available' for resource transfer. You can set up 'cargo routes' for regular shipments, but they are strictly one way. So you can ship cargo from A to B, but the freighter must fly back empty. It's extremely natural for there to be an imbalance between A and B which naturally wants two-way trade. Tough - you need two freighters. Moreover the load/depart conditions are very basic and inflexible so most of the time your ships are idling. I could go on. There are many examples like this. The developer's vision seems so far removed from what I would consider a natural and obvious simulation that I don't think it's going to be fixed. Think of this more as a highly abstracted and arbitrary puzzle game with no instructions and a hostile interface rather than a simulation of a space empire.
Interesting take on the 4x, can't say I'm not enjoying the time I've spent playing it. Good: - Timer based simulation is an interesting mechanic. Advancing through the game is great, but also letting it run as you do stuff around the house is great too. - Looks great for a text based terminal game imo - Resource collection/upgrade loop plays well especially if you're a number goes up type of guy. Looking at economy and production mechanics through a use it or lose it type of lens is also something you don't see often in alot of in 4x's. - Plenty of flavor, corporate simulation with a stock market is a nice touch. Big reoccurring theme is many of the mechanics are simple but have a ton of depth, and are super unique. Helps the game stand out among similar games with higher graphical fidelity. Okay: - Still rough around some edges, but still getting plenty of updates from the dev. - I know it's limited by being terminal base, but UI and Docs could use some improvement. Too many clicks to get to certain actions or get a highlevel idea of what's happening. Some buttons/mechanics aren't explained too well in the guide (was struggling a bit with SPU's) Bad: - May be user error, but wasn't able to find an AI difficulty toggle and AI seemed dumb? Managed to cream the AI in classic mode pretty easily, within a few irl hours had a planet with a 1m+ pop while most other planets were under 10k? Will update review as I play it more Would recommend this game if you enjoy strategy games and are okay with the terminal UI, at any price under $15 I feel like its a steal, let alone at $8 for any fan of 4x's.
Have you ever wanted Stellaris but everything takes REAL actual human time? and a game plays over actual weeks? Wanna be a part of a passionate discord community and a heavily involved dev? wanna do all this in A LIVE server where this is all happening in real time? I didnt, but im seriously enjoying this game. If you dont mind a "spreadsheet simulator" eg. a game with no fancy graphics consisting mostly of menus, Riftborne is surprisingly great. Its a slow burn and takes some poking around and looking up some guides if you're slow like me.
This is EVE Online: Dwarf Fortress Edition A simple interface opens up the most intricate theatre of the mind. See you amongst the stars!
under the hood it's just a browser game in terminal. if you miss those times, get it, if you don't - don't. updated: stability might be is messy - in my play i encountered some bugs (but now they're fixed). but i'll try game again in a while.
EDIT: The developer himself contacted me (which was very kind) and has now update the game to work on Linux! I initially did a thumbs down review, but has now changed it into a thumbs up. Good work dev! <3 OLD NEGATIVE REVIEW: First I bought it on my Linux Mint computer as the game seemed interesting and up my sleeve as a strategy game, having played Warsim which I loved. But then I ran into problems. First, the game does not work on Linux right now. Does not even start. I switched to my gaming laptop which runs Windows and booted it up. Tried playing my first game, but the tutorial was so complex and in-depth I did not understand how to play the game. It seems to almost assume coding/programming knowledge to be able to grasp it. I felt kind of sad you have to be super smart to play, as the premise seemed awesome and I like sci-fi/strategy/terminal-games.
Incredible idea, but needlessly and indefatigably opaque.
Such a cool game! Terminal based and already quite in-depth. If you used to like browsergames like Tribal Wars, Ogame, and so on, you will like this =)
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